PVP Dodge/Hitrate/Damage/HP

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Re: PVP Dodge/Hitrate/Damage/HP

Postby Folder » Fri Jan 20, 2017 6:46 pm

Terron wrote:lvl 14 goblin sorc


Terron wrote:ran to GY


Terron wrote:unnaffected
<Silhouette>

Terron
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Re: PVP Dodge/Hitrate/Damage/HP

Postby Terron » Fri Jan 20, 2017 7:07 pm

funny

about the same as:

Half orc

level 12

Hits 40% of the time.



















wait no it isnt.
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants

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Re: PVP Dodge/Hitrate/Damage/HP

Postby NiteHawk » Fri Jan 20, 2017 7:16 pm

Yeah. Graveyard is a level 21-23 area I think. You will die and stuggle alot there. Specially with lower int, 17 INT isn't terrible but its not good either. You'd have to pick targets more specifically.

At level 15 with 17 int against a level 24 monster with 15 wis (rotting dead for example in the graveyard) you'd have a unaffect rate of 70%.
At level 21 its about 55%.

If you had more int i.e. 22int, its around 58% at level 15, and then 35% at level 21.


I'd say it is a little high when it comes to monsters but regardless you'll stuggle in GY at such low levels.

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Re: PVP Dodge/Hitrate/Damage/HP

Postby Terron » Fri Jan 20, 2017 7:33 pm

unaffect rates are worse than i even imagined, no wonder noone strays off the elf/gnomes.

as if fizzles and lower damage weren't enough to make you play a staple, you have to unaffect more to...

magic should be more steady than melee, seeing you have to deal with mana. i dont see how a character with the worst possible agility can hit.(not sure if its just because its a 19) Characters and monsters have MR for free, physical resistance im assuming is armor? if anything. which isnt free. a lvl 14 killing a lvl 20 monster should just have modified damage(lower hits) seems too many things going against that 1 int stat, preventing any sort of build options out of normal. more reason to use my monks.

i gotta ask, Bro, why are there even character options if they all suck? atleast just lock all the sh!t ones and give a noob a heads up.
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants

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Re: PVP Dodge/Hitrate/Damage/HP

Postby NiteHawk » Fri Jan 20, 2017 7:39 pm

Terron wrote:unaffect rates are worse than i even imagined, no wonder noone strays off the elf/gnomes.

as if fizzles and lower damage weren't enough to make you play a staple, you have to unaffect more to...

magic should be more steady than melee, seeing you have to deal with mana. i dont see how a character with the worst possible agility can hit.(not sure if its just because its a 19) Characters and monsters have MR for free, physical resistance im assuming is armor? if anything. which isnt free. a lvl 14 killing a lvl 20 monster should just have modified damage(lower hits) seems too many things going against that 1 int stat, preventing any sort of build options out of normal. more reason to use my monks.

i gotta ask, Bro, why are there even character options if they all suck? atleast just lock all the sh!t ones and give a noob a heads up.


Monsters have no MR bonus, it's just based off their wisdom. Physical resistance is armor yeah.

I'd say it's important to have at least 20 int for most cases, as of now, yeah.

Nothing is locked. Nothing will be locked though either.

The actual unaffect rates might need looking at, but yeah, INT is both unaffect and power, it's important when your a spell caster.

I'm not even sure what your talking about with the level 14 kiling a level 20 monster. What monster are you implying? What character?

Only modified damage for int? That's not going to happen, sorry. It's INT vs WIS generally.

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Re: PVP Dodge/Hitrate/Damage/HP

Postby Terron » Fri Jan 20, 2017 7:50 pm

its really not worth doing anything, u can hop in a party and skip all of it in an hour or two.

i like to solo train, it isnt nearly as appealing on mage.

hopefully, the wiki will be completed soon and i can read on there that a 17 int mage will suck, which is almost implied, just the level of suck isnt explained. i like rare and odd characters, but at the same time they need to be semi use-able. the grind has no bearing on me, i played a mud that requires 5 billion ish exp for max level at a rate of 4-12m per hour based on class and monster exp. this one seems almost too fast for relative stuff to do.

so anyway, i will stop wasting your time so you can implement.
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants

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Re: PVP Dodge/Hitrate/Damage/HP

Postby Thi » Fri Jan 20, 2017 7:51 pm

Are slayer Backstabs hit rate the same as a regular hit for all classes?

I get what Adra is saying I have a 23 agi and 22 agi slayer and the win rate versus other fighting classes is subpar, but I haven't put enough testing into this, but the feeling I had was because I had to hit 3 Backstabs most of the time to kill players on neutral Div and that meant 3 clean hits, I was left with the impression that absorbs were being the problem since 1/3 Backstabs were being absorbed and doing shit for damage, I will test it some more later.
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Re: PVP Dodge/Hitrate/Damage/HP

Postby NiteHawk » Fri Jan 20, 2017 7:54 pm

In terms of the actual INT decrease per for unaffects, it should probably be lower then it is when it goes for unaffects. Wisdom is overall fine cause otherwise it would mean everyone would have increased wis at lower wis levels which we don't want. High wisdom = hard time breaking it. But the damage loss I think is fine as it is.


But I mean, theres going to be better characters then a goblin for it. Just like why you wouldn't use a gnome for combat classes either.



Are slayer Backstabs hit rate the same as a regular hit for all classes?

I get what Audra is saying I have a 23 agi and 22 agi slayer and the win rate versus other fighting classes is subpar, but I haven't put enough testing into this, but the feeling I had was because I had to hit 3 Backstabs most of the time to kill players on neutral Div and that meant 3 clean hits, I was left with the impression that absorbs were being the problem since 1/3 Backstabs were being absorbed and doing shit for damage, I will test it some more later.


They are the same hit rate yeah.

But saying that you have to hide and backstab is lower damage is eh. If your hit rate is 50%, it's 50% with 5 attacks, or 500 attacks. the average hit rate doesn't change.

On top of that you aren't simply getting 2x damage, you get 4x or around 4.5x DWing.

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Re: PVP Dodge/Hitrate/Damage/HP

Postby Thi » Fri Jan 20, 2017 7:58 pm

I will do some testing tonight but I think every 4-5 rounds stabing you lose a round versus other classes that don't move.

Anyway I have a lot of impressions over why they could be losing but I'm not entirely sure on anything honestly.
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Re: PVP Dodge/Hitrate/Damage/HP

Postby NiteHawk » Fri Jan 20, 2017 7:59 pm

Thi wrote:I will do some testing tonight but I think every 4-5 rounds stabing you lose a round versus other classes that don't move.

Anyway I have a lot of impressions over why they could be losing but I'm not entirely sure on anything honestly.


You are also doing more damage overall for compensation of slowness though.

I'd wait until the changes are in effect for things too though, theres a hefty amount of changes coming.


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